Files
feuerwerk/tests/helpers.ts
T
rootandClaude Fable 5.1 e7d82bd1a9 State machines: asset, tab, State branch and Set state nodes (#51)
A state machine is an asset whose graph holds one `State` node per state
(no ports, name as title), edited in a new "State machine" tab that reuses
the graph canvas: right-click places "State n", snap toggle shared with the
Behavior tab via SnapToggle. `statemachine` is a value kind like texture
(port, literal node, variable, struct field, tagged list item).

Behaviors use it through `State branch` (one exec output per state) and
`Set state` (one exec input per state; the interpreter now hands `run` the
entry port). States live per behavior instance in NodeContext.states, with
no initial state. Ports derive from the inline picker or a wired
`State machine` literal; BehaviorLookup became GraphLookup with
behavior(id) and machine(id).

The Graph tab is labelled "Behavior" (key unchanged). Unit tests
(state-machine, kinds, catalog, ports), e2e step 26 and README added.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 18:00:23 +02:00

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import { CreateAssetCommand } from '../src/core/commands/assetCommands';
import { CommandStack } from '../src/core/commands/CommandStack';
import { AddNodeCommand, ConnectCommand } from '../src/core/commands/graphCommands';
import { AddPortsCommand } from '../src/core/commands/portCommands';
import { PlaceAssetCommand } from '../src/core/commands/sceneObjectCommands';
import { requireNodeDef } from '../src/core/commands/require';
import { AddVariableCommand } from '../src/core/commands/variableCommands';
import {
type DeclaredPort,
ENTITY_HANDLE,
type EntityHandle,
type GraphNode,
type NodeContext,
type PointerState,
type Value,
type RunResult,
portKindOf,
PROPERTIES,
VARIABLES,
} from '../src/core/graph';
import type { BehaviorAsset, SceneAsset } from '../src/core/model/Asset';
import { findObject, worldPosition } from '../src/core/model/hierarchy';
import { resolvedHolder } from '../src/core/model/instance';
import type { Position, PropertyBag, Vec2 } from '../src/core/model/Properties';
import { createEmptyProject, findScene, type Project } from '../src/core/model/Project';
import type { SceneObject } from '../src/core/model/SceneObject';
import { deserializeProject, serializeProject } from '../src/core/store/serialize';
import { BehaviorSystem } from '../src/runtime/systems/BehaviorSystem';
import { CollisionSystem } from '../src/runtime/systems/CollisionSystem';
import { AnimationSystem } from '../src/runtime/systems/AnimationSystem';
import { Input } from '../src/runtime/systems/Input';
import { World } from '../src/runtime/World';
export interface ProjectFixture {
project: Project;
stack: CommandStack;
}
export interface SceneFixture extends ProjectFixture {
sceneId: string;
spriteId: string;
/** The scene asset, looked up fresh (undo may replace it). */
sceneOf(): SceneAsset;
/** The scene with the content of placed containers resolved in – what the editor shows. */
viewOf(): SceneAsset;
object(id: string): SceneObject;
/** World position of a scene object, ancestors included. */
world(id: string): Position;
}
export function makeProject(): ProjectFixture {
const project = createEmptyProject('p', 'P');
return { project, stack: new CommandStack(project) };
}
/** A project with a scene "Level" and a 100×100 sprite (named "Box" unless told otherwise), plus lookups into the scene. */
export function makeSpriteScene(spriteName = 'Box'): SceneFixture {
const fixture = makeProject();
const scene = new CreateAssetCommand('scene', 'Level');
const sprite = new CreateAssetCommand('sprite', spriteName);
fixture.stack.execute(scene);
fixture.stack.execute(sprite);
const sceneOf = () => findScene(fixture.project, scene.asset.id)!;
const viewOf = () => resolvedHolder(fixture.project, sceneOf()) as SceneAsset;
const object = (id: string) => findObject(viewOf(), id)!;
return {
...fixture,
sceneId: scene.asset.id,
spriteId: sprite.asset.id,
sceneOf,
viewOf,
object,
world: (id) => worldPosition(viewOf(), object(id)),
};
}
/** Places an asset into the fixture's scene at a world position (optionally below a parent) and returns the new object's id. */
export function place(
fixture: SceneFixture,
assetId: string,
position: Vec2 | Position,
parentId = '',
): string {
const command = new PlaceAssetCommand(fixture.sceneId, assetId, position, parentId);
fixture.stack.execute(command);
return command.objectId;
}
/** Adds a behavior asset declaring the given number variables. */
export function makeBehavior(
fixture: ProjectFixture,
name = 'B',
variables: readonly string[] = [],
): BehaviorAsset {
const command = new CreateAssetCommand('behavior', name);
fixture.stack.execute(command);
for (const key of variables) fixture.stack.execute(new AddVariableCommand(command.asset.id, key, 'number'));
return command.asset as BehaviorAsset;
}
export type Edge = readonly [from: GraphNode, fromPort: string, to: GraphNode, toPort: string];
export interface GraphEditor {
/** Adds a node with inline params (graph coordinates do not matter to tests). */
addNode(type: string, params?: PropertyBag): GraphNode;
/** A Variables node naming `keys`, typed by their declaration; `write` sets all of them or the listed. */
variables(
keys: readonly string[],
options?: { write?: boolean | readonly string[]; params?: PropertyBag },
): GraphNode;
/** A Properties node with `params` (its type) declaring `ports`. */
properties(ports: readonly DeclaredPort[], params?: PropertyBag): GraphNode;
connect(from: GraphNode, fromPort: string, to: GraphNode, toPort: string): void;
wire(edges: readonly Edge[]): void;
}
/** Command-driven editing of one behavior's graph, the way the editor does it. */
export function graphEditor(fixture: ProjectFixture, behavior: BehaviorAsset): GraphEditor {
const { stack } = fixture;
const connect: GraphEditor['connect'] = (from, fromPort, to, toPort) => {
stack.execute(
new ConnectCommand(behavior.id, { node: from.id, port: fromPort }, { node: to.id, port: toPort }),
);
};
return {
addNode(type, params = {}) {
const command = new AddNodeCommand(behavior.id, type, 0, 0, params);
stack.execute(command);
return command.node;
},
variables(keys, { write = false, params = {} } = {}) {
const command = new AddNodeCommand(behavior.id, VARIABLES, 0, 0, params);
stack.execute(command);
const writes = (key: string) => write === true || (Array.isArray(write) && write.includes(key));
const ports = keys.map((key): DeclaredPort => {
const declared = behavior.variables.find((v) => v.key === key);
const kind = declared ? portKindOf(declared) : 'number';
return writes(key) ? { key, kind, write: true } : { key, kind };
});
if (ports.length > 0) stack.execute(new AddPortsCommand(behavior.id, command.node.id, ports));
return command.node;
},
properties(ports, params = {}) {
const command = new AddNodeCommand(behavior.id, PROPERTIES, 0, 0, params);
stack.execute(command);
if (ports.length > 0) stack.execute(new AddPortsCommand(behavior.id, command.node.id, ports));
return command.node;
},
connect,
wire(edges) {
for (const [from, fromPort, to, toPort] of edges) connect(from, fromPort, to, toPort);
},
};
}
export const NO_POINTER: PointerState = {
x: 0,
y: 0,
inside: false,
down: false,
pressed: false,
released: false,
};
/** A top-level entity handle named after itself, with empty props. */
export function fakeEntity(name: string, x = 0, assetId = `asset-${name}`): EntityHandle {
return { [ENTITY_HANDLE]: true, id: name, assetId, name, x, y: 0, z: 0, props: {}, parent: null };
}
/** An entity handle "h" carrying the given props, optionally below a parent. */
export function fakeHandle(props: PropertyBag, parent: EntityHandle | null = null): EntityHandle {
return { [ENTITY_HANDLE]: true, id: 'h', assetId: 'a', name: 'h', x: 0, y: 0, z: 0, props, parent };
}
export type FakeContext = NodeContext & { logs: string[]; stopped: boolean };
/** A NodeContext double: self/owner handles, `speed = 100`, dt 0.5, moves applied directly, `log` and `stop` recorded. */
export function fakeContext(overrides: Partial<NodeContext> = {}): FakeContext {
const logs: string[] = [];
const ctx: FakeContext = {
self: fakeEntity('self'),
owner: fakeEntity('owner'),
variables: { speed: 100 },
states: {},
time: 0,
dt: 0.5,
logs,
stopped: false,
findByName: () => null,
isKeyDown: () => false,
pointer: { ...NO_POINTER },
hitTest: () => false,
isTouching: () => false,
moveAndSlide: (target, dx, dy) => {
target.x += dx;
target.y += dy;
return { blockedX: false, blockedY: false };
},
log: (message) => logs.push(message),
spawn: () => null,
destroy: () => {},
stop: () => {
ctx.stopped = true;
},
restart: () => {},
...overrides,
};
return ctx;
}
/** Runs a node on its registered definition: the shape it has while sitting in no graph. */
export function runDef(
type: string,
ctx: NodeContext,
inputs: Record<string, Value>,
params: PropertyBag = {},
entry = 'exec',
): RunResult {
const def = requireNodeDef(type);
return def.run!(ctx, inputs, params, def, entry);
}
/** Runs one node definition in isolation and returns its data outputs. */
export function runNode(
type: string,
inputs: Record<string, Value>,
params: PropertyBag = {},
ctx: NodeContext = fakeContext(),
): Record<string, Value> {
return runDef(type, ctx, inputs, params).outputs ?? {};
}
export interface WorldOptions {
collisions?: boolean;
animations?: boolean;
behaviors?: boolean;
}
export interface StartedWorld {
world: World;
collisions: CollisionSystem | null;
/** Feed keys with `input.press('a')`; `frame()` clears the edges the way the editor does. */
input: Input;
/** One tick plus the end-of-frame bookkeeping the editor's play loop performs. */
frame(dt?: number): void;
}
/** Instantiates the fixture's scene, optionally with collisions, animations and a BehaviorSystem fed by both. */
export function startWorld(
fixture: SceneFixture,
options: WorldOptions & { collisions: true },
): StartedWorld & { collisions: CollisionSystem };
export function startWorld(fixture: SceneFixture, options?: WorldOptions): StartedWorld;
export function startWorld(fixture: SceneFixture, options: WorldOptions = {}): StartedWorld {
const world = World.instantiate(fixture.project, fixture.sceneId);
const collisions = options.collisions ? new CollisionSystem() : null;
const input = new Input();
const animations = options.animations ? new AnimationSystem() : null;
if (collisions) world.addSystem(collisions);
if (animations) world.addSystem(animations);
if (options.behaviors)
world.addSystem(new BehaviorSystem(fixture.project, input, { collisions, animations }));
return {
world,
collisions,
input,
frame(dt = 1 / 60) {
world.tick(dt);
input.endFrame();
},
};
}
/** The project as it comes back after being saved and loaded again. */
export function roundTrip(project: Project): Project {
return deserializeProject(serializeProject(project));
}